Re: [osg-users] Why to reset OSG settings every time while rendering in Android
Hi, I came to know that the QCAR::Renderer::getInstance().drawVideoBackground() statement clears the OpenGLES context. I think this is the reason to reset the OSG setting every time. I tried to restore the OpenGLES context as follows. Store the State object at initial time and restore it after every render (viewer-frame()). But still I am not able to see model with background. in initOsgWindow(int sW,int sH) (calling only once) function Code: prevStateSet = new osg::StateSet(); _viewer-getCamera()-getGraphicsContext()-getState()-captureCurrentState(*prevStateSet.get()); After render (viewer-frame()) I wrotet he code as follows Code: osgState = _viewer-getCamera()-getGraphicsContext()-getState(); osgState-reset(); osgState-apply(prevStateSet.get()); Even after this I am not getting model. In the similar way I reseted the Graphics context (getGraphicsContext from camera at init and reset after render). But this too not working. Can anyone please help me what to do? ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50254#50254 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] issue with OSG on Mac OS Lion
Hi thanks for the details. We recently tried to the visibility flag thing on GCC to try and speed up link times. What not significantly improving it anyway so happy to do without it. Mike On 21 Sep 2012, at 22:38, Stephan Huber wrote: Hi Mike, Am 21.09.12 10:00, schrieb Mike Krus: well, you what? turning that off has fixed the issue!! Any explanation why? is it an llvm-gcc bug? no, it's not a bug, it's a feature :) Basically gcc's dynamic_cast compares two classes by pointer to their type_info and not by their names, so if you have the same class compiled in your app and in your lib, the dynamic_cast will fail, if visibility is set to hidden, as the linker cannot merge the two classes into one. I hope the underlying issue gets a little bit clearer, here is a ink for more info: http://osdir.com/ml/xcode-users/2010-01/msg00305.html cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Mike Krus (PhD) - Principal Software Engineer Midland Valley Exploration 144 West George Street Glasgow G2 2HG, UK Tel: +44 141 332 2681 Fax: +44 141 332 6792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Matrix mode GL_COLOR
Hi, I want to use GL_COLOR matrix mode. I want to render everything under osg::Group node in slightly different color. Is GL_COLOR matrix mode capable of this ? And what is the best implementation approach in osg ? Thank you! Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50256#50256 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Matrix mode GL_COLOR
Hello Filip, As far as I remember, there is no hardware support for color matrix. It was supposed to be used for things like rendering the lumiance etc. of a color, which can be done with fragment/vertex shaders nowadays. If you want to change the color you should use the Material stateAttribute or change the color array of your geometry. cheers Sebastian Hi, I want to use GL_COLOR matrix mode. I want to render everything under osg::Group node in slightly different color. Is GL_COLOR matrix mode capable of this ? And what is the best implementation approach in osg ? Thank you! Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50256#50256 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shader reloading
hello! I'm trying to simulate noise effects in real time using OSG and GLSL. I rendered to texture a scene to get a sampler2D. Mu and Sigma for noise simulation are static. My idea is to reload fragment shader in a while loop with a random number as uniform because GLSL's noise() function doesn't seem to work on my computer. Therefore I wrote a function randomNumber(int from, int to) which returns a random int between from and to. Code: void loadNoiseShader(int width, int height, osg::Vec3d mue, osg::Vec3d sigma, osg::Geode* geode) { osg::ref_ptrosg::Shader vertShader = osgDB::readShaderFile(osg::Shader::VERTEX, noise.vert); osg::ref_ptrosg::Shader fragShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, noise.frag); osg::ref_ptrosg::Program program = new osg::Program; program-addShader(vertShader.get()); program-addShader(fragShader.get()); osg::StateSet* ss = geode-getOrCreateStateSet(); ss-setAttributeAndModes(program.get()); osg::ref_ptrosg::Uniform texUniform = new osg::Uniform(RTScene, 0); osg::ref_ptrosg::Uniform windowSize = new osg::Uniform(screen, osg::Vec2(width, height)); osg::ref_ptrosg::Uniform mueUniform = new osg::Uniform(mue, mue); osg::ref_ptrosg::Uniform sigmaUniform = new osg::Uniform(sigma, sigma); osg::ref_ptrosg::Uniform randomUniform = new osg::Uniform(random, randomNumber(-255, 255)); ss-addUniform(texUniform.get()); ss-addUniform(windowSize.get()); ss-addUniform(sigmaUniform.get()); ss-addUniform(mueUniform.get()); ss-addUniform(randomUniform.get()); } /*...*/ while(!viewer.done()) { loadNoiseShader(width, height, mu, sigma, geode.get()); viewer.frame(); } I thought that this would work, but unfortunately the executive crashes at the beginning. Can someone explain me that please? lg Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50258#50258 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader reloading
Hi, Christian Can't help you with crash, but i think you can find this usefull: 1) noise functions for glsl not implemented in hardware\drivers of most vendors, so dont even bother to use them. 2) why do you ever need to recreate program and all that stuff, if all you need is to change randomUniform value like randomUniform-set(randomNumber(-255, 255)) in a frame loop? 3) i think you are just chosen wrong way to do it. Most common approach is to use one or several pre-generated noise textures and mix and match them in shader with various texture coordinate sets (if you need some kind of animation - change texcoords by function of time or some uniform value). Cheers, Sergey. 24.09.2012, 18:15, Christian Rumpf ru...@student.tugraz.at: hello! I'm trying to simulate noise effects in real time using OSG and GLSL. I rendered to texture a scene to get a sampler2D. Mu and Sigma for noise simulation are static. My idea is to reload fragment shader in a while loop with a random number as uniform because GLSL's noise() function doesn't seem to work on my computer. Therefore I wrote a function randomNumber(int from, int to) which returns a random int between from and to. Code: void loadNoiseShader(int width, int height, osg::Vec3d mue, osg::Vec3d sigma, osg::Geode* geode) { osg::ref_ptrosg::Shader vertShader = osgDB::readShaderFile(osg::Shader::VERTEX, noise.vert); osg::ref_ptrosg::Shader fragShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, noise.frag); osg::ref_ptrosg::Program program = new osg::Program; program-addShader(vertShader.get()); program-addShader(fragShader.get()); osg::StateSet* ss = geode-getOrCreateStateSet(); ss-setAttributeAndModes(program.get()); osg::ref_ptrosg::Uniform texUniform = new osg::Uniform(RTScene, 0); osg::ref_ptrosg::Uniform windowSize = new osg::Uniform(screen, osg::Vec2(width, height)); osg::ref_ptrosg::Uniform mueUniform = new osg::Uniform(mue, mue); osg::ref_ptrosg::Uniform sigmaUniform = new osg::Uniform(sigma, sigma); osg::ref_ptrosg::Uniform randomUniform = new osg::Uniform(random, randomNumber(-255, 255)); ss-addUniform(texUniform.get()); ss-addUniform(windowSize.get()); ss-addUniform(sigmaUniform.get()); ss-addUniform(mueUniform.get()); ss-addUniform(randomUniform.get()); } /*...*/ while(!viewer.done()) { loadNoiseShader(width, height, mu, sigma, geode.get()); viewer.frame(); } I thought that this would work, but unfortunately the executive crashes at the beginning. Can someone explain me that please? lg Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50258#50258 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Updated FFmpeg plugin
Hello! I have been making updates to the FFmpeg plugin that I believe would be useful for others using OpenSceneGraph. The updates mostly revolve around changing the plugin to use APIs from FFmpeg 0.11. Since the previously supported version of FFmpeg is at least two years old, is it important to maintain backwards compatibility with that release? Thanks, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB in VS10...
Chris, See my previous post. The template compile errors that I'm getting are strange. Perusing the forum, I did find something similar when someone was compiling osgPhysics against OSG... Thanks, Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50261#50261 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB in VS10...
See my previous post. The template compile errors that I'm getting are strange. Perusing the forum, I did find something similar when someone was compiling osgPhysics against OSG... I didn't find it at a quick glance. Can you email it to me privately? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB in VS10...
You've got mail... -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson Sent: Monday, September 24, 2012 1:59 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] VPB in VS10... See my previous post. The template compile errors that I'm getting are strange. Perusing the forum, I did find something similar when someone was compiling osgPhysics against OSG... I didn't find it at a quick glance. Can you email it to me privately? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can I run OSG even on 128MB RAM grapics card
Hi Koduri, On 21/09/12 22:17, Koduri Lakshmi wrote: I did a sample program to render a model using OSG. I created a complex model from 3dsmax having 1lack of vertices. I exported it as OSG using OSGExporter. I used optimization techniques to reduce size of the final osg file (don't know whether the vertexes are optimized or not ). It renders very well on the system having NVIDIA GeForce 8400GS with a RAM of 512 MB graphics card. Now when I run this on a system having Intel graphics card with 128 MB RAM then the performance is very poor. I did a small transformation from left to right. The moving is sooo slow and getting Scaling Image from 640 by 480 to 512 by 512 on command prompt (for textures of the model). Scaling the textures will kill performance. - if your hardware does not support non-power-of-two textures then rescale them offline. - if you're running out of texture memory scale them down, e.g. 128x128 rather than 512x512. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Qt crashes on key press
Hello! I've a problem with Qt once again :) There is OSG scene, where I put some Qt controls, like in osgQtBrowser example, where Qt controls are getting rendered like OSG objects (I create camera for them and stuff). So, when I press any key on keyboard, Qt controls just jump somewhere around the screen and stop reacting on any actions (mouse clicks etc). What can this possibly be? Or, in other case, is there a way to make Qt objects (each in it's own camera) ignore any keyboard actions? Sorry for poor explanation, and thank you in advance! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50269#50269 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to pick a cluster of points
Dear friends . i want to create an editor tool that can select a cluster of points one time in order to remove the selected points . osg provide the functions to do that job? or i need to code from scratch? thank you for your help Shawl___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org